Adding Approaches, Stunts, and the Rest
Every content type here has conventions the existing records follow. Match them and new content is indistinguishable from the originals; break them and the sheet's math quietly goes wrong.
Aspects
An aspect file is its name plus aspectKind — character, situation, issue, boost, or consequence — and the kind decides where it can be linked. Write invokeSuggestions and compelSuggestions on every one: an aspect the Narrator can compel from its own text needs no prompting, and the double edge is the whole point. @Missing file is the model — read how each suggestion names a concrete scene complication, not a vague mood.
Approaches
An approach file describes how that style of acting reads on each of the four actions — overcome, createAdvantage, attack, defend — plus special for anything it feeds structurally. @Missing file shows the register. Adding a new approach takes two edits: a file in Approaches/, and a row in the character schema's skills expression (the six keys are listed there). Miss the second and the approach exists but never appears on a sheet. Renaming one means touching the approach file, the schema keys, and the skillBonuses enum on the stunt type — chapter 5 walks the full path.
Stunts
A stunt is stuntKind (bonus, new-action, rule-exception), its rulesText, and — this is the load-bearing part — its mechanical plumbing: a skillBonuses entry (approach, bonus, label, circumstance) for bonus stunts, or extraMentalStressBoxes / extraPhysicalStressBoxes for the rule-exceptions that grant them. The sheet reads those fields; rulesText alone is just a promise. Keep the register narrow and flavorful — @Missing file bends one approach in one circumstance, and that's a whole stunt.
Extras
Extras carry the same bonus plumbing as stunts, plus the Fate-specific trio: permissions (the aspect that justifies it), costs (refresh or trouble — and if it costs nothing, say why in trouble terms), and rulesText. @Missing file is the worked example: one-box hull, borrowed, a standing compel magnet.
NPCs
The NPC type is deliberately lighter than Character: npcTier (nameless, supporting, main), approach ratings in skillRatings, aspects as plain strings, and stress tracked via stressState. Nameless NPCs are mooks: give them skilledApproaches (+2 at what they're good at), badApproaches (−2 at what they're bad at), and 0–2 boxes via stressBoxesCount — the stressBoxes expression shrinks the track to match, and the layout swaps the approach grid for the mook lists. Mooks take no consequences. Supporting NPCs use the standard 3-box track and can absorb a mild (or moderate) consequence. When an NPC graduates to a full Character sheet, that promotion is the statement that they now matter.
Scenes and zones
A scene is sceneKind (roleplay, challenge, contest, conflict), linked zones, situationAspects, opposition, and its campaign. Zones carry connectedZones, barriers, and their own aspects — @Missing file shows a barrier written as fiction with a difficulty in it. Give every situation aspect its freeInvokes up front.